Commit Graph

8 Commits

Author SHA1 Message Date
Brecht Van Lommel
366a64959c 2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.

* Top header now has an engine menu, to choose between the blender
  render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
  only properties that work in the game engine, and similarly for
  the render engine.
* Moved panels from the logic space and game tabs to the physics,
  scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
  specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
William Reynish
5cd5e85143 Cleaned up logic buttons in logic space slightly.
Moved Shade Smooth/Flat from Mesh obdata panel to tools area. These kinds of operator tools aren't really allowed in the buttons window anymore - whole point of new tools area :)
The only operators that are allowed in buttons window are things that act on the RNA fields, like add/remove buttons for adding vertex groups etc.
2009-07-21 09:35:39 +00:00
Dalai Felinto
01b787636b fix for recent stereo changes+tweaks
(it's the 3rd commit in a row. But as they say, the 3rd is always a charm ;)

I still think we have a little mess with the DEFINE parameters in BGE (as in RAS_IRasterizer::StereoMode).
We used to have them duplicated and hardcoded in 2.4xx, but I think we can do it in another way now.

(I didn't change gameplayer, but I can do it once we have it linking and building properly)
2009-07-20 22:36:56 +00:00
Dalai Felinto
bb0eab7f93 fix from last commit.
I thought """ """ could be used everywhere to make comments in python
2009-07-20 20:42:13 +00:00
Dalai Felinto
9a9d118bbf BGE panels: wip
Logic Panel:
- world settings (moved from world)
 ... that includes physic engine selection + gravity
- game player (from gamesettings, it wasn't wrapped)
- stereo/dome (from gamesettings, it wasn't wrapped)
 ... separated stereom into stereoflag and stereomode
- properties
 ... (didn't touch it)

Buttons Game Panel:
(wip panel)
- Physics (moved from Logic Panel)
 ... it will be a datablock in the future (right Campbell ?)
- Material Physics (not currently implemented)
 ... a datablock link to the materials of an object + the dynamic physic variables

* NOTE:
in readfile.c::do_version I couldn't do if(scene->world). There is something wrong with scenes with an unlinked world. So so far we are ignoring the old values....
2009-07-20 20:28:29 +00:00
Campbell Barton
33bfd7397b BGE Button types panel, can edit existing buttons but not add new ones yet.
World Physics panel too though Im not sure if we'll eventually move this into another struct.
2009-07-20 16:21:55 +00:00
Campbell Barton
bf74f105bc small changes...
- allow RNA_property_enum_items to take the totitems int pointer as NULL (spares a loop on all the enum items). this change also makes enums types with no enum array crash in some places, could support these though Id rather disallow them, generating docs is a quick way to test for this.
- open recent file operator used and enum to open the recent file without an enum array, changed to an int type.
- added space_logic.py poll functions
2009-06-23 12:36:15 +00:00
Campbell Barton
3511d72488 game logic UI script, physics could be broken up into more panels. 2009-06-20 06:06:13 +00:00